NeoRussia's Review

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kalstrams
Posts: 348
Joined: 06 Jul 2012, 22:56

Re: NeoRussia's Review

Post by kalstrams »

Even on your display I think you would not be hardly against to scale UI from 100% to ~75%.
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Lim3s
Posts: 25
Joined: 14 Jun 2012, 02:03

Re: NeoRussia's Review

Post by Lim3s »

Omnixor wrote:seriously, why can't you just sit and f**king play?! you need to customise this, customise that... c'mon.
Because in terms of moving a game well into the competitive scene, we need the ability to do this. Nadeo has already been awesome enough to give us custom maps and crosshairs out of the box, we're simply wanting it to go further.
kalstrams
Posts: 348
Joined: 06 Jul 2012, 22:56

Re: NeoRussia's Review

Post by kalstrams »

If you think serious, then I'l say you, that competitions use either the stock game, or the organization approved modifications. None of serious gaming organisations will let you to participate in cup with your own, individual game modifications.
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Kitsunin
Posts: 22
Joined: 10 Jul 2012, 11:51

Re: NeoRussia's Review

Post by Kitsunin »

kalstrams wrote:If you think serious, then I'l say you, that competitions use either the stock game, or the organization approved modifications. None of serious gaming organisations will let you to participate in cup with your own, individual game modifications.
While this is true, do consider that many games that have formed a pro scene were created by players. If one makes a game with a sufficient level of customization, the community tends to be the ones that create a pro scene for said game, and of course in that case, everything uses individual game modifications, just the same ones for everyone.
kalstrams
Posts: 348
Joined: 06 Jul 2012, 22:56

Re: NeoRussia's Review

Post by kalstrams »

Yet still the same ones for everyone. Who knows, maybe Nadeo will publish various sets of interface for SM. Interface is the most difficult to modify, thus we do not know the principle, on which it interacts with engine, we do not know the information on what data can UI access, and we do not know on which scripting language it is. Basically:

Either they release ShootMania with some portions of it open source (to some extent) or they tailor a special environment and develop sets of instructions for UI coding, like it is in World of Warcraft.
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